Continuous IntegrationLast updated 03 Jul 2017 16:51 by andijh92IMPORTANT: THE CI SCRIPTS ARE NOT MERGED INTO THE MAIN REPO YET!

Compiling In MacOSLast updated 04 Apr 2017 15:42 by Areloch
This article will walk you through compiling Torque3D on the MacOS operating system.

Compiling in WindowsLast updated 05 Mar 2017 22:57 by Areloch
Torque includes two build systems - you can choose between the custom-built Project Generator (which goes hand-in-hand with the Project Manager GUI applet), which uses PHP to generate build files, and CMake, which has its own domain-specific language for specifying build dependencies and steps. Take your pick!t3dtutorial

Compiling In LinuxLast updated 08 Nov 2016 21:06 by andijh92
As of version 3.7, Torque 3D supports being run under Linux using OpenGL for rendering. There are two broad approaches. You can build using the console only, or use an IDE with a GUI. The IDE we recommend for Ubuntu Linux is Qt Creator - however since the engine is configured using CMake, you can use any IDE that CMake can generate files for.incompletetutorial

Open Vr SetupLast updated 23 Sep 2016 03:59 by ArelochOpenVR is an SDK designed to act as an open source library to interface without various VR hardware. Nominally, it's built for Valve's HTC Vive.

Engine ClassesLast updated 15 Jul 2016 21:22 by Areloch
This page has a list of major classes in the engine.

Compiling Using VagrantLast updated 24 Apr 2015 09:27 by buckmaster
This tutorial will show you how to compile Torque 3D inside an Ubuntu virtual machine using Vagrant. You'll be able to use the resulting binaries on other Ubuntu computers to play T3D games.tutorial

PhysX setupLast updated 19 Mar 2015 06:54 by buckmaster
If you plan on creating a project that uses PhysX you will first need to have the PhysX SDK intalled on your computer. Without the PhysX SDK in place the project generation step will fail when using either the Project Manager or manual project generation methods.incompletetutorial

Leap Motion setupLast updated 01 Mar 2015 06:57 by buckmaster
The Leap Motion controller allows for hands and fingers to provide input to an application. Torque 3D has preliminary support for this new input device. The sections below describe how to set up and use the Leap Motion controller with Torque 3D. You may also want to check out the following related pages:reference

Oculus Rift setupLast updated 01 Mar 2015 06:57 by buckmaster
The Oculus Rift combines a head mounted display with a sensor that tracks your head's absolute rotation. Starting with v3.0, Torque 3D now has preliminary support for this device. This page describes how to set up and use the Oculus Rift with Torque 3D. You may also want to check out the following related pages:reference

Razer Hydra setupLast updated 01 Mar 2015 06:57 by buckmaster
The Razer Hydra provides a controller for each hand that may report its absolute position and rotation, along with a series of standard gamepad controls. Torque 3D has preliminary support for this new input device. This page describes how to set up and use the Razer Hydra controller with Torque 3D. You may also want to check out the following related pages:reference

Material system overviewLast updated 21 Dec 2014 09:09 by buckmaster
Materials encapsulate the textures, shaders, shader-constants, and render-states that are needed to draw geometry in Torque3D. Materials are defined in script files and have a wide variety of possible data fields, which tie directly to members of the C++ class Material (found in Engine/source/materials/materialDefinition.h). These values are then used to create a subclass of ProcessedMaterial. This document will focus on ProcessedShaderMaterial (found in Engine/source/materials/processedShaderMaterial.h) but familiarity with the ProcessedMaterial base class is recommended. Here is an example of a Material defined in script:c++referencet3d

Code Style GuidelinesLast updated 14 Dec 2014 23:08 by LukasPJ
This article will define a set of code style guidelines that we would like to use in order to help maintain consistency throughout the Torque 3D codebase. While some points covered deal strictly with the C++ source code, many of the style principles can be used with the scripts as well.

ExtendedMove ClassLast updated 13 Dec 2014 07:09 by buckmaster
The ExtendedMove class expands on the standard Move class that is used by various GameBase classes, such as the Player class. The ExtendedMove class adds support for absolute positions (in millimeters) and rotations to be passed from the client to the server. This makes it easier to support new input devices such as the Leap Motion controller in multiplayer environments where the server must validate all moves.reference

Learning C++Last updated 12 Dec 2014 23:04 by buckmaster
Here are some useful websites for learning C++, the language Torque is written in. Note that most game logic is written in TorqueScript - but your game-specific TorqueScript code calls C++ functions inside the game engine.